A field guide
to a fractured world.
Explore regions, survivors, equipment, systems and quests. Every entry is based on the known game design, with implementation limits made explicit.
25 entries
One world, two chapters
How the city, the mountain ridge and the Wasteland fit together.
Read entryWorldThe Blackout District
The shelter, depot, Market Street and Metro Forecourt form the first journey.
Read entryWorldThe Harbor
Containers, long sightlines and a radio that cannot be trusted yet.
Read entryWorldThe Industrial Works
Emergency power, cooling lines and the record of the shutdown.
Read entryWorldThe Transmission Tower
Where the city’s two infrastructure branches meet.
Read entryWorldThe Wasteland
A settled quarry basin beyond the transmission ridge.
Read entryQuests / Story spoilersThe second reply: water and trust
A spoiler-marked guide to the planned Wasteland main quest.
Read entrySystemsProgression and unlocks
Infrastructure, equipment and accessible routes take the place of a conventional level tree.
Read entrySystemsRepairs and world changes
Every major repair has a readable before and after.
Read entrySystemsWeapons, protection and carrying space
Preparation is a choice between the tools you carry and the room you leave.
Read entrySystemsWorkshops and recipes
Useful, physical recipes built around local supplies.
Read entrySystemsSupplies and ration coupons
A civilian economy around supplies, repair work and limited resources.
Read entrySystemsCombat and readable threats
Movement, distance and deliberate shots, with current first-person integration work.
Read entryField guideThe infected
Civilian silhouettes, faster pursuers and region-specific threats.
Read entryCharactersThe people keeping Hallvik alive
From the first shelter to the water counter beyond the ridge.
Read entrySystemsPersistence and returning to a place
What the design promises, and what isolated tests establish so far.
Read entryField guideWeather and environmental hazards
Industrial dangers and changing visibility should remain readable.
Read entrySystemsHouseholds and route reports
A route checked in the past is not a promise that it is safe now.
Read entryWorldWorld-building: from terrain tests to authored cells
The development path behind Hallvik’s landscape, routes and region boundaries.
Read entryField guidePickup artwork and catalogue coverage
280 mapped pickup entries, 234 distinct original images and twelve categories.
Read entryQuestsThe opening: shelter, radio and Mara
The current first-start plan, and the distinction between an introductory call and the real briefing.
Read entrySystemsFirst-person focus and interface development
Current first-person work, earlier third-person foundations and clear limits on the integration evidence.
Read entrySystemsContent scope: models, prototypes and release claims
How broad enemy, weapon and vehicle inventories become testable content.
Read entrySystemsDamage, effects and equipment repair
Native health and effects foundations, with durability still a separate design question.
Read entrySystemsLanguages, radio and audio production
English and German narrative presentation, with audio production separated from integration.
Read entryHallvik is in development. World and system entries describe the current design unless an implementation result is explicitly stated.
